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author | Max Horn | 2007-02-10 02:05:59 +0000 |
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committer | Max Horn | 2007-02-10 02:05:59 +0000 |
commit | 6899e72be9f8c87940168d24ded008007bae0225 (patch) | |
tree | 22acd760c208960a0362d71e703d98ebdfa0681f /engines/scumm/gfx.cpp | |
parent | 7940720d71edcc6476e6b5f8f56d174ccb65b3f7 (diff) | |
download | scummvm-rg350-6899e72be9f8c87940168d24ded008007bae0225.tar.gz scummvm-rg350-6899e72be9f8c87940168d24ded008007bae0225.tar.bz2 scummvm-rg350-6899e72be9f8c87940168d24ded008007bae0225.zip |
Got rid of GF_DIGI_IMUSE and GF_NEW_CAMERA
svn-id: r25454
Diffstat (limited to 'engines/scumm/gfx.cpp')
-rw-r--r-- | engines/scumm/gfx.cpp | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/engines/scumm/gfx.cpp b/engines/scumm/gfx.cpp index 0f17b6bcfd..03cdb5db41 100644 --- a/engines/scumm/gfx.cpp +++ b/engines/scumm/gfx.cpp @@ -448,7 +448,7 @@ void ScummEngine::drawDirtyScreenParts() { updateDirtyScreen(kTextVirtScreen); // Update game area ("stage") - if (camera._last.x != camera._cur.x || (_game.features & GF_NEW_CAMERA && (camera._cur.y != camera._last.y))) { + if (camera._last.x != camera._cur.x || (_game.version >= 7 && (camera._cur.y != camera._last.y))) { // Camera moved: redraw everything VirtScreen *vs = &virtscr[kMainVirtScreen]; drawStripToScreen(vs, 0, vs->w, 0, vs->h); @@ -779,13 +779,13 @@ void ScummEngine::redrawBGAreas() { int diff; int val = 0; - if (!(_game.features & GF_NEW_CAMERA)) { + if (_game.id != GID_PASS && _game.version >= 4 && _game.version <= 6) { // Starting with V4 games (with the exception of the PASS demo), text // is drawn over the game graphics (as opposed to be drawn in a // separate region of the screen). So, when scrolling in one of these // games (pre-new camera system), if actor text is visible (as indicated // by the _hasMask flag), we first remove it before proceeding. - if (camera._cur.x != camera._last.x && _charset->_hasMask && (_game.version > 3 && _game.id != GID_PASS)) + if (camera._cur.x != camera._last.x && _charset->_hasMask) stopTalk(); } @@ -798,7 +798,7 @@ void ScummEngine::redrawBGAreas() { } } - if (_game.features & GF_NEW_CAMERA) { + if (_game.version >= 7) { diff = camera._cur.x / 8 - camera._last.x / 8; if (_fullRedraw || ABS(diff) >= _gdi->_numStrips) { _bgNeedsRedraw = false; @@ -3110,7 +3110,7 @@ void ScummEngine::fadeOut(int effect) { VirtScreen *vs = &virtscr[0]; vs->setDirtyRange(0, 0); - if (!(_game.features & GF_NEW_CAMERA)) + if (_game.version < 7) camera._last.x = camera._cur.x; // TheDig can disable fadeIn(), and may call fadeOut() several times |